Re: [osg-users] Development Environment

2010-05-17 Thread Jean-Sébastien Guay
Hi Wojtek, FYI: Yesterday I tried to build OSG with 2010. Last stable CMake 2.8.1 is generating some cryptic errors so I checked most recent CMake 2.9.x from nightly builds. That version seems to work, so if you want to work with OSG under VS 2010 try nightly builds CMake version. Are you

Re: [osg-users] Recurrent warning on SVN trunk

2010-05-17 Thread Jean-Sébastien Guay
Hi Robert, Perhaps VS2008 requires this templated implementation to be declared virtual as well. Could you try changing: ... To see if that quietens down the compilers and stops it from discarding the implementation. Nope, the result is the same. I guess the warning just says that *in

Re: [osg-users] Recurrent warning on SVN trunk

2010-05-17 Thread Jean-Sébastien Guay
Hi Robert, Anyways, any other things you want me to try? Afraid not. We could just use a pragma to ignore it, but I'd rather get to the bottom of it and address it directly. OK, then anyone else have any ideas of what we could try? Anyone else had this warning in the past, and what did

Re: [osg-users] Develop for XP/Vista/Windows 7

2010-05-17 Thread Jean-Sébastien Guay
Hi Martins, It turns out that Visual Studio was including OpenGL32.dll in my .msi as an automatically detected dependency which I had never noticed. I removed that and everything works great. Hah! I've gotten that problem too at one point... Pretty braindead of the MSI to include that.

Re: [osg-users] Development Environment

2010-05-15 Thread Jean-Sébastien Guay
Just a few notes: 1. Torben's instructions are for Visual Studio 9 (2008). I don't think there's a precompiled 3rdparty package for Visual Studio 10 yet. 2. You don't really need GDAL unless you need to read georeferenced DEM files, it's an optional dependency. It's required if you're going

Re: [osg-users] Develop for XP/Vista/Windows 7

2010-05-12 Thread Jean-Sébastien Guay
Hi Martins, Is it possible to create a single OSG application that runs on XP, Vista and Windows 7? There is nothing in the OS itself that will prevent this, we do it all the time (we develop mainly on Vista and Win7, and our installers install and run correctly on Vista and Win7 obviously,

Re: [osg-users] different animations

2010-05-10 Thread Jean-Sébastien Guay
Hi Joey, Which osg feature can you use with different animations designed for instance for a character or an action ? exemple 1st animation : my character moves forward and touches a wall. 2nd animation: my character falls etc... Please could you give me a code exemple ? Look into

Re: [osg-users] Transformation on osgWidget?

2010-05-10 Thread Jean-Sébastien Guay
Hi Akilan, I had installed osg2.9.6. osgWidget::Box is being used in my application. It provides, by default, transformation functionalities. Regarding rotation, it provides setRotation(osgWidget::matrix_type) to do that. But I am not sure how to specify the axis about which rotation to be

Re: [osg-users] Highlight OSG Geode node in the viewer.

2010-05-10 Thread Jean-Sébastien Guay
Hi Dario, If I know the geode name node to highlight, there is a simple method to achive that? Is there any example to see that I missed? You can make a visitor to find the node you want by name (osgWorks has a canned visitor to do this, or you can write your own in about 10 lines of

Re: [osg-users] Limitation of NodeMask

2010-05-10 Thread Jean-Sébastien Guay
Hi Robert, The TraversalMask/NodeMask is not buggy, it's intended to be an logical OR and accept traversal if any one of the bits are set. The implementation might not suit all users all the time, but that is the way with all software, you have to pick an implementation and be realistic about

Re: [osg-users] Limitation of NodeMask

2010-05-07 Thread Jean-Sébastien Guay
Hi D.J., Then again, I could be totally off base, so feel free to correct me, and I'll be happy to learn from the experience. :) Nope, I think you're totally right, as I said I needed to find a case where the current behavior was desirable and you certainly gave a good one. Adding a bool

Re: [osg-users] [build] Problems with planet game.

2010-05-06 Thread Jean-Sébastien Guay
Hi Jaime, I recommend doing some simple C++ test programs before you start trying to use OSG. You will learn faster and better doing one thing at a time than trying to do everything at once. Anyways, the errors: 1.\MainThread.cpp(106) : error C2061: syntax error : identifier 'text' This

Re: [osg-users] [build] Problems with planet game.

2010-05-06 Thread Jean-Sébastien Guay
Hi Jaime, I'm replying on the mailing list. Please keep all replies on the list as then other people can answer as well... Hi there, I'd like to lable the planets, how can I do this? You've been looking at using osgText::Text, that's the way to do it. You position your text at the same

Re: [osg-users] toggle osg::Drawable (text) visibility?

2010-05-04 Thread Jean-Sébastien Guay
Hi Cory, I also have a toolbar button to turn labels on or off. What is the best way to toggle the visible state of the osgText::Text instances when my user asks to enable or disable these labels? I think I could make the text transparent, but that feels wrong. Any suggestions? If you want to

Re: [osg-users] [3rdparty] Texture applied in modelling tool not showing up

2010-04-29 Thread Jean-Sébastien Guay
Hi Adam, J-S, I took your advice and upped the notify level (thanks for that tip as it is quite useful!). Yes :-) I am getting two messages that seem relevant to my issue: 1) Currently no support for texture in Specular channel 2) Failed to find matching bind_vertex_input for UVSET0

Re: [osg-users] dimension oh a model

2010-04-28 Thread Jean-Sébastien Guay
Hi Daniele, Alberto, Assuming that no transformation nodes exist in the graph describing your node, you can write a node visitor that joins all the bounding boxes of every geode. Else you'll need to modify every bounding box by its parent transforms in order to join them. Actually you don't

Re: [osg-users] [osgPlugins] FBX conversion lost NULL nodes.

2010-04-28 Thread Jean-Sébastien Guay
Hi Dario, I've exported in FBX a scene structured as the above example and then I have converted this file into an OSG file (osgconv). The OSG file don't contains the NULL nodes but only the object_with_mesh. This is not specific to the FBX loader. osgconv runs the osgUtil::Optimizer on

Re: [osg-users] [osgPlugins] FBX conversion lost NULL nodes.

2010-04-28 Thread Jean-Sébastien Guay
Hi Dario, This sound like but unfortunatly don't works. I've exported the variable (export OSG_OPTIMIZER=OFF) but the result is the same as above. HummThere is some other way to control the optimizer behaviour in this cases? OSG is 2.8.3 version. Not sure if you need the quotes or even

Re: [osg-users] [3rdparty] Texture applied in modelling tool not showing up

2010-04-28 Thread Jean-Sébastien Guay
Hi Adam, Don't worry about inexperience. The people around here are very friendly and will only generally respond negatively if you display no desire whatsoever to try and debug things yourself, or if you post a heap of code and ask others to debug it for you. This was not your case, so

Re: [osg-users] Model Loading

2010-04-23 Thread Jean-Sébastien Guay
Hi Kim, So, I would be very interested to know what exporters (commercial or free) people are using to get their models out of Max and Maya and into OSG. Right now our own content pipeline is a bit convoluted (modeling in Maya, then convert to flt to insert DOF nodes in Creator, and read

Re: [osg-users] Real camera images in OSG

2010-04-23 Thread Jean-Sébastien Guay
Hi Carlos, I d like to read images from a real camera like sony for example and put them in a 3D object like a texture. In addition to the other suggestions, I've had good results using cameras that support a streaming web interface, and using the OSG ffmpeg plugin to connect to that

Re: [osg-users] Model Loading

2010-04-23 Thread Jean-Sébastien Guay
Hi Kim, Yes this was one of my first ports of call but the particular model set we were testing against was causing osgviewer (2.8.2) to crash when exported from max2010. I need to experiment with newer versions of osg as I've noticed quite a bit of progress with model loaders since 2.8.2.

[osg-users] About osg::OcclusionQueryNode

2010-04-21 Thread Jean-Sébastien Guay
Hi all, hi Paul, I have a few questions about OcclusionQueryNode since I'm going to start using it in our software soon (that's one of the cool things about having a new stable release of OSG to upgrade to, you get cool new things to play with! Thanks again for your work on 2.8.3 Paul!)

Re: [osg-users] About osg::OcclusionQueryNode

2010-04-21 Thread Jean-Sébastien Guay
Hi Paul, So I think the osgocclusionquery test case is contrived, but if you really need it to work, then one workaround would be to change the example to disable autocomputation of near/far. But to fix OcclusionQueryNode so that it handles this case better, we'd need to do a full query in this

Re: [osg-users] About osg::OcclusionQueryNode

2010-04-21 Thread Jean-Sébastien Guay
Hi Todd, What modeling software is your artist using that allows placement of occlusion query nodes? Sorry, that's not what I meant. We have configuration files alongside the models, where you can specify different things like alternate shaders, textures to load into other texture units

Re: [osg-users] About osg::OcclusionQueryNode

2010-04-21 Thread Jean-Sébastien Guay
Hi Paul, Good solution, using a configuration file. Do I assume correctly that you have a configuration file per model? Yes. It's optional, of course. If it's there, then it will apply its contents (shaders, textures, tangent space coords, now occlusion query nodes) on either the root of

Re: [osg-users] [osgPPU] Can't compile svn version of osgPPU against osg 2.8.3

2010-04-21 Thread Jean-Sébastien Guay
Hi Art, Paul, My external projects osgWorks and osgBullet are compatible with OSG 2.6.1 and later. osgWorks contains version-specific code in only two places (to handle the OSG API changes in Registry and Traits that occurred in OSG 2.6.0 and 2.8.0 respectively). And osgBullet contains no

Re: [osg-users] Out of memory problem

2010-04-15 Thread Jean-Sébastien Guay
Hi Serge, J.P., you could try: http://www.vis.uni-stuttgart.de/glsldevil/ or http://www.opengl.org/sdk/tools/BuGLe/ but I'm not sure if it'll give totals, you might have to break at texture allocations. You might also be forced to run singletrheaded. On I use gDEBugger, which costs money but

Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-04-14 Thread Jean-Sébastien Guay
Hi Michael, I've now updated the FBX plugin to compile with the latest FBX SDK. Unfortunately this breaks compatibility with previous versions so next time you get the plugin you'll need to install version 2011.2 FBX SDK if you want to recompile the plugin. Wouldn't there have been a way to

Re: [osg-users] FBX plugin with FBX SDK 2011.2

2010-04-14 Thread Jean-Sébastien Guay
Hi Michael, You guess correctly, yes old files read fine :) I should have said the latest SDK breaks compatibility with previous versions/ of the plugin code/; there's no break in compatibility with any .fbx files. Great, thanks, that clears it up. Guess I'll install the new SDK. Will your

Re: [osg-users] CompositeViewer and multiple QGLWidgets

2010-04-09 Thread Jean-Sébastien Guay
Hi Ben, BTW, I've been using the OSGAdapterWidget ... trying to specify sharedContext with traits. AdapterWidget will force you to single-threaded mode, which will make using multiple views painfully slow. QOSGWidget supports the normal OSG multi-threading modes, which is much better.

Re: [osg-users] Uniform Matrix arrays for shaders

2010-04-09 Thread Jean-Sébastien Guay
Hi Aitor, I need to pass an array of matrix to a vertex program. I do as follow: Code: osg::Matrixf boneMatrices[MAX_BONES]; Uniform *g_boneMatrixUniform = new Uniform(boneMatrices,*boneMatrices); cylinderStateSet-addUniform(g_boneMatrixUniform); //update

Re: [osg-users] CompositeViewer and multiple QGLWidgets

2010-04-09 Thread Jean-Sébastien Guay
Hi Ben, I wish there was a osgQt library of sorts ... rather than having to tweak example code to get the OSG/Qt support. Funny you should mention it, there is now :-) http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgQt It has some utility classes for fonts and

Re: [osg-users] Showing and hiding objects by removing/adding drawables.

2010-04-08 Thread Jean-Sébastien Guay
Hi Martin, The event picker doesn't take a nodemask to traverse like the nodevisitor, so it returns all hits - visible or not. I made a small mod to the IntersectorVisitor to take a traversal mask and only visit those nodes with it set. It needs a bit of cleaning up to meet OSG standards - I

Re: [osg-users] Showing and hiding objects by removing/adding drawables.

2010-04-08 Thread Jean-Sébastien Guay
Hello Martin, But there didn't seem to be any code inside the intersector to act on the traversal mask. Again, since IntersectionVisitor is a NodeVisitor, the traversal will implicitly call NodeVisitor::traverse(node), which calls either Node::ascend(nv) or Node::traverse(nv), which for

Re: [osg-users] OSGExplore

2010-04-08 Thread Jean-Sébastien Guay
Hello Patrick, The binaries will definitely help people check your program out, as the dependencies might have turned off people from compiling it. Also: Also, the application is hosted on sourceforge. You mentioned this but never provided an explicit link, which might contribute to the

Re: [osg-users] Sliding / Scrolling Textures

2010-04-08 Thread Jean-Sébastien Guay
Hi Frank, I am just trying to implement some sliding textures for things like waterfalls and what have you. I figure that the best way to do this is to modify the texture matrix. Yes, you've got the theory right, let's see about the practice: // ... stateSet-setTextureAttribute(0,

Re: [osg-users] CompositeViewer and multiple QGLWidgets

2010-04-08 Thread Jean-Sébastien Guay
Hi Ben, Can osgViewer::CompositeViewer be used to manage views in different QGLWidgets? We use osgViewer::CompositeViewer with multiple instances of a widget similar to QOSGWidget (see the osgViewerQT example) to do what you're talking about. We can either split one widget into 1x1, 1x2,

Re: [osg-users] WriteImageFile black

2010-04-07 Thread Jean-Sébastien Guay
Hi Thomas, Unfortunately, I tried today with others formats (png, tga, bmp), and either I got some plugin problems (plugin not found whereas it actually IS at the right place), or I ended with the same black rectangle. I suspect what was happening was that the plugin didn't support writing

Re: [osg-users] 2.8.3 released!

2010-04-07 Thread Jean-Sébastien Guay
Hi all, I've update the SpreadingTheNews wiki page with your entries for opengl.org and khronos.org having been done, there are lots more to do. Community now is your time to dive in an post the news to your favourite sites, just add (done) to each site you pass the news on to:

Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-04-06 Thread Jean-Sébastien Guay
Hi Kim, Just got round to looking at this stack trace and I can't find any references to osg::GLBufferObject in the 2.8.2 code. What version of OSG were you running when you got the crash? I'll see if I can reproduce it. I was running it on SVN trunk (2.9.8 right now). That would seem to

Re: [osg-users] [vpb] binaries of osgDem

2010-04-05 Thread Jean-Sébastien Guay
Hi Issam, i think that is an osg version problem vpb 0.910 require osg 2.8.0 and i am using 2.8.2 VPB 0.9.1 requires OSG 2.8.0 or higher. 2.8.2 is compatible with 2.8.0 so VPB 0.9.1 should compile fine with it. The linker errors really look like the linker paths are not set up right in

Re: [osg-users] 2.8.3 press release

2010-04-05 Thread Jean-Sébastien Guay
Hi Paul, Please review and comment, thanks. Looks great to me. Only thing I'd add, in the sentence: The global community is constantly improving OSG by contributing enhancements, bug fixes, testing, and using it daily in numerous commercial and academic application software projects. I

Re: [osg-users] WriteImageFile black

2010-04-05 Thread Jean-Sébastien Guay
Hi Tomas, - I tried to use the ScreenCaptureHandler, but this doesn't allow me to achieve what I want (I want to record several frames during a given period) because of the fact that it only takes screenshots when you press a key. First of all, in the SVN version of the

Re: [osg-users] 2.8.3 press release

2010-04-05 Thread Jean-Sébastien Guay
Hi Paul, You changed the sentence I pointed out to: numerous commercial and open source academic application software projects I would have rather said: numerous commercial, open source and academic application software projects Sorry for nitpicking... J-S --

Re: [osg-users] WriteImageFile black

2010-04-05 Thread Jean-Sébastien Guay
Hi David, I was looking at how you modified that ScreenCaptureHandler. I was just wondering if anyone has tried to make a video capture handler yet? At work we've done video output using ffmpeg and the ScreenCaptureHandler. We derived a ScreenCaptureHandler::CaptureOperation that passes

Re: [osg-users] 2.8.3 released!

2010-04-05 Thread Jean-Sébastien Guay
Hi Paul, all, Hi all -- The OSG v2.8.3 final release has just been tagged. Congrats to Paul and all who worked hard to get this release out the door. The list of improvements is impressive and I think it was high time to have another stable release. Thanks for your hard work! J-S --

Re: [osg-users] looking for a terrain database building

2010-04-02 Thread Jean-Sébastien Guay
Hi Martins, We have done this for small areas and it works alright ( just editing the leaf tiles ). Thanks for confirming that this workflow should work. When you convert from a --TERRAIN based ive file to flt, this gets converted to geometry. Then when you convert back to ive, you still

Re: [osg-users] looking for a terrain database building

2010-04-01 Thread Jean-Sébastien Guay
Hi Terry, Both VPB and osgEarth seem to default to building scenegraphs with PagedLOD nodes, which I don't think will work for me. One option I thought of is to use VPB to create a big database in a single file with traditional LOD nodes, then use a separate program to convert it all to

Re: [osg-users] OsgDem binaries

2010-04-01 Thread Jean-Sébastien Guay
Hello Issam, i have serious problems to buils the vpb applications with cmake 2.6 and vc++ 2008 express i tried all the combination between osg/vpb versions without succes what i want is simply to generate a pagedlod terrain with osgdem to use with delta3d application that use osg 2.8.2 i

Re: [osg-users] looking for a terrain database building

2010-04-01 Thread Jean-Sébastien Guay
Hi Terry, Hi J-S. When you convert a file to .flt and then back to .ive, your PagedLOD nodes are lost. I meant converting the leaf tiles. Unless I'm mistaken (it's been a while since I analyzed the structure so I might remember wrong), in a VPB database, you have a master .ive file, which

Re: [osg-users] 2.8.3 release imminent

2010-03-31 Thread Jean-Sébastien Guay
Hi Rafa, I'm not sure if we arrive on time, but maybe it will be interesting to add lastest mods of CMake for Collada plugin. What do you think? I had already requested the recent changes to the Collada plugin and Paul said it would be too big a change to include in 2.8.3, given how much

Re: [osg-users] How to set an ID to a node?

2010-03-31 Thread Jean-Sébastien Guay
Bonjour Benjamin, In fact, the only thing I have seen in the doc is the possibility to give the node a name (a String). You can use the name as an ID, it's up to your application to make sure the name is unique (perhaps unique in a particular subgraph). You could use a name path, something

Re: [osg-users] VS2010

2010-03-30 Thread Jean-Sébastien Guay
Hi Anders, What about the install of OpenThreads, anyone seen it before? Nope, I always run the INSTALL target after building (on VS2005 and VS2008 though) and have never seen that. In my case the file it's trying to find exists... Were there any errors when building OpenThreads (maybe

Re: [osg-users] 2.8.3 release imminent

2010-03-29 Thread Jean-Sébastien Guay
Hi Paul, I'm not seeing a lot of posts about 2.8.3 experiences, so if you've been using it, please post and let me know how it's working, good or bad. I haven't had the chance to test it in our software yet. I'll get to it today hopefully. J-S --

[osg-users] Collada and instances

2010-03-26 Thread Jean-Sébastien Guay
Hi all, I've been using Softimage XSI to create Collada files which I'm reading with the OSG dae plugin, and I've hit an interesting case I'd like to discuss to see what the behavior should be. My XSI scene has an instanced node, that is to say the same object is used in one place and then

Re: [osg-users] Camera composition

2010-03-26 Thread Jean-Sébastien Guay
Hi Ufuk, Joseba, and also i dont believe culling far plane is a good idea if you are rendering large area, the increment of performance will not be dramatic. Actually I've been in a similar position in the past, and my reason to do it in two passes was so that the very large node (in my case

Re: [osg-users] Collada and instances

2010-03-26 Thread Jean-Sébastien Guay
Hi all, Along the same lines, is there a freely downloadable reference viewer for Collada files? I've found a viewer which, while I couldn't say it's a reference viewer, at least gives me another opinion on the issue I'm looking at.

Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-03-25 Thread Jean-Sébastien Guay
Hi Nick, Tian, I am using the latest code from the trunk and having the same issues as Jean S down in this thread. I think Tian, you did not add the --vbo command line option, that's why you're not getting the crash. If I remove that option, i.e. the ocean is rendered using the same

Re: [osg-users] [osgOcean] Error with osgOcean-VBO Example!

2010-03-24 Thread Jean-Sébastien Guay
Hi Kim, Great work in getting a new ocean technique into osgOcean, I'm sure it will be an excellent improvement once the kinks are worked out. Oceansurface wasn't initialised, I've fixed and checked this in to the branch. Even after this fix, I'm getting a crash in

Re: [osg-users] 2.8.3 testing

2010-03-23 Thread Jean-Sébastien Guay
Hi Paul, Building now, Windows 7 64 bit, VC9 sp1, 32 bit build. After building I'll test what I can. Builds fine. I've also set up a nightly build (called Whitestar_vc9sp1 (2.8 branch)). As for testing, I've tested a few models in osgviewer, as well as the fbx plugin and the dae plugin.

Re: [osg-users] 2.8.3 testing

2010-03-23 Thread Jean-Sébastien Guay
Hi Paul, I have to apologize about the dae plugin. I was just too chicken to go through with the merge, after a couple attempts. :-( Hehe, no problem. It can be in a 2.8.4 eventually, if 2.10 takes too much time. For now our projects that need it can run off of SVN trunk while in

Re: [osg-users] StatsHandler and GraphicsContext

2010-03-23 Thread Jean-Sébastien Guay
Hi Robert, The Stats are meant to be on screen, so it looks for a graphics window, a pretty natural association normally. Except that in some apps, the only context available might not be a graphics window since it will be rendering offscreen... Which is my case. Perhaps trying

Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-22 Thread Jean-Sébastien Guay
Hi Paul, On a slightly different topic, I've also merged in the change from trunk that adds the version convenience macros to the Version header, so that your OSG v2.8.3-based application can now contain code like this: #if OSG_VERSION_GREATER_THAN(2,8,3) // version specific code here #endif

Re: [osg-users] 2.8.3 testing

2010-03-22 Thread Jean-Sébastien Guay
Hi Paul, Hi all -- Here's an update on the 2.8.3 release, and a plea for testing. Building now, Windows 7 64 bit, VC9 sp1, 32 bit build. After building I'll test what I can. Let me make this suggestion: Let's leave DAE and osgManipulators out of the 2.8.3 release. If someone really wants

Re: [osg-users] OSG error log

2010-03-21 Thread Jean-Sébastien Guay
Hi Oleg, Do you know in which OSG this feature is included? I am working with 2.8.2 and did not find the osg::NotifyHandler in any header file. For now there is no stable release that includes it, you would have to use the SVN trunk version. And I don't think the upcoming 2.8.3 will

Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-20 Thread Jean-Sébastien Guay
Hi Paul, At this point, we're just waiting on XCode files and wrappers, then we should have a release candidate. Everything else is ready right now, barring further change requests. Well, here's one such request - could you include Michael Platings' recent changes to the FBX plugin, as well

Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-20 Thread Jean-Sébastien Guay
Hi Chris, Yes, but building the DAE plugin at all is complicated. Have you done it before? That was my impression until last Friday, too. I was proven wrong by doing it. It was literally a 3 step process. 1. Get the DOM 2.2 zip file from sourceforge 2. Open the solution file in there

Re: [osg-users] 2.8.3 release likely, need community assistance

2010-03-20 Thread Jean-Sébastien Guay
Hi René, Maybe the DOM 2.2 binaries could go into the 3rdparty folder or repository? that way the plugin becomes 'out of the box' like png and freetype or do we want a limited set of 3rdparty binaries? I think we'd have to survey to see how many people use it, because it's a pretty big

Re: [osg-users] [osgOcean] Problems with Transparent Ocean

2010-03-19 Thread Jean-Sébastien Guay
Hi Kim, Chris, I have a feeling that it might be to do with the number of variables in the shader rather than the MRT though as I think Umit had the same problem a while back. That's probably the case, the 7 series cards support less uniform variables per shader, and if I remember well we

Re: [osg-users] unsubscribe

2010-03-19 Thread Jean-Sébastien Guay
Hello Zhang, /unsubscribe/ ... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org The link at the bottom of each message is the way to unsubscribe yourself.

Re: [osg-users] light multi-parenting

2010-03-19 Thread Jean-Sébastien Guay
Hi John, I can't really help with the crux of your question, but I was wondering about one thing: 1. single light source object can be placed two times to the scene. Because of multi-parenting, the light may have two different transformations. Although one object and one unique pointer, it

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-19 Thread Jean-Sébastien Guay
Hi Michael, No, you don't need to worry about this. How you use boost elsewhere is unimportant, you should build Collada with the boost version it comes with, it won't affect anything else. But then if we distribute our app, we'll have to distribute multiple versions of boost won't we? Or

[osg-users] Web site / wiki

2010-03-19 Thread Jean-Sébastien Guay
Again with the database / Trac errors: Traceback (most recent call last): File /usr/lib/python2.5/site-packages/trac/web/api.py, line 339, in send_error 'text/html') File /usr/lib/python2.5/site-packages/trac/web/chrome.py, line 684, in render_template data =

Re: [osg-users] light multi-parenting

2010-03-19 Thread Jean-Sébastien Guay
Hi John, This works perfectly in OSG until I start to think about shadows... :-) Wow, how does it work I wonder? If I were to make a shader, I would access light 0's position/direction with gl_LightSource[0].position. I thought the light's position was global to the whole scene, but in your

Re: [osg-users] ScreenCaptureHandler, captureNextFrame and threads synchronization

2010-03-19 Thread Jean-Sébastien Guay
Hi Oleg, I am using the captureNextFrame function from the ScreenCaptureHandler class in order to create the view screenshot. As far as I understand the view capturing is happens on the next frame in the render thread. How can I synchronize the thread calling the captureNextFrame with the

Re: [osg-users] OSG error log

2010-03-19 Thread Jean-Sébastien Guay
Hi Oleg, I am using OSG embedded in the ActiveX control. Is there any option to get the OSG trace/error log into the file? Recently functionality was added to OSG to be able to redirect osg::notify messages in whatever way you want. See osg::NotifyHandler (I think). Hope this helps, J-S

[osg-users] StatsHandler and GraphicsContext

2010-03-19 Thread Jean-Sébastien Guay
Hi Robert, Is there any reason why the StatsHandler will only show up if it can find a GraphicsWindow? (see StatsHAndler::setUpHUDCamera()) I have an app where I want to use a pbuffer as the main graphics context, but I'll be copying the image onscreen by some other means, and I want to be

Re: [osg-users] Rendering two scenes at once?

2010-03-18 Thread Jean-Sébastien Guay
Hi Adrian, Since I don't have control over when things are rendered I guess it would be easier to create a second camera which renders after the first one (setting the ClearMask) and having my second scene for the second camera. From what you describe, yes, that's exactly how you would do

Re: [osg-users] Load balancing on multiple cores

2010-03-18 Thread Jean-Sébastien Guay
Hi Jesse, I'll let others reply specifically about the threading, but I wanted to react to one part of your post: When I run osgviewerd.exe (debug) I notice that the stats reported are very erratic. Never do any performance testing in debug, especially using Visual C++! An erratic frame

[osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Jean-Sébastien Guay
Hi all, I have been checking out osgAnimation in the past few days, and one thing that hasn't been clear to me is whether it supports animation mixing or blending, and how. For example, if a character goes from standing to walking, then walking to running, can I set it up so that the

Re: [osg-users] FBX plugin sets material diffuse color alpha to 0?

2010-03-18 Thread Jean-Sébastien Guay
Hi Paul, It seems like the objects would only be invisible if blending is on. If blending is off, then the alpha would essentially be ignored and everything would be visible. I know osgviewer doesn't enable blending, and I suspect osganimationviewer doesn't either. That means blending must be

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Jean-Sébastien Guay
Hi Jason, Thanks for answering. As I said I'm looking into osgAnimation, the goal is to see if it would fit our needs to do some basic character animation. Our needs will probably grow with time, of course, which is why I want to see if the content-creation pipeline would work for us and

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Jean-Sébastien Guay
Hi Jason, I guess the nice thing about Collada being XML is that you can do diffs on it :-) Definitely. I'll have to revisit Collada I guess, in the past I've been disappointed at how hard it was to get the plugin compiling and reading files reliably. How stable is the current Collada

Re: [osg-users] FBX plugin sets material diffuse color alpha to 0?

2010-03-18 Thread Jean-Sébastien Guay
Hi Michael, I looked at the model you linked to and all the TransparencyFactor values are 1, which according to the documentation in kfbxsurfacelambert.h means totally transparent - the model has been incorrectly exported. Geez, can't trust anyone anymore, not even Microsoft /sarcasm

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Jean-Sébastien Guay
Hi Michael, Thanks a lot for your answers, I'm going to have a look at compiling and trying the Collada plugin now. One possible stumbling point is that we already use boost in our software, so the Collada plugin would have to be built with the same version, but I guess it should work.

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Jean-Sébastien Guay
Hi Jason, Indeed. I actually talked with Robert a while ago about the possibility of ditching the COLLADA DOM in the dae plugin. When I was developing my reader, I looked at the DOM briefly, and quickly decided to just parse the XML myself. Effectively, I created my own DOM implementation. It

Re: [osg-users] osgAnimation and animation mixing/blending

2010-03-18 Thread Jean-Sébastien Guay
Hi Cedric, Sorry my first reply went to you directly... I am not able to reproduce the crash on linux, even if i remove the copy of the shaders directory in the current directory of examples. I have updated my source tree to be synced with osg and osg-data, I tried in debug and release to be

Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem

2010-03-17 Thread Jean-Sébastien Guay
Hi Masoug, However, running a debug binary on a machine that does not have the same version of Visual Studio installed won't work in general (there are ways to get it to work, but it's pretty complicated). Sorry, I did not phrase that correctly. That was what I meant. I was in a ruch when I

Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem

2010-03-17 Thread Jean-Sébastien Guay
Hi Masoug, How about: It is okay to run binaries, but it is not used for release versions, so don't use them to deploy your app;. Hehe, don't worry about it, I think the misunderstanding has been cleared up. :-) J-S -- __ Jean-Sebastien

Re: [osg-users] Scalar bar warning message

2010-03-17 Thread Jean-Sébastien Guay
Hi Yanling, After all fonts/arial.ttf may only be valid on windows. Why do you say that? OSG comes with a freetype plugin that loads .ttf fonts on any platform, including Linux. In the OpenSceneGraph-Data distribution we even include a few such font files.

Re: [osg-users] osgText quality issue

2010-03-17 Thread Jean-Sébastien Guay
Hello Farshid, Does anybody else notice these artifacts? Is there a downside to changing the sizeAdjustment value back to 0? Any insight is appreciated. Yes, it has been discussed in the past on the list, check the archives. It was even stated by Jeremy Moles as the major reason why he

Re: [osg-users] ScreenShot File name

2010-03-16 Thread Jean-Sébastien Guay
Hi Danny, however I beleive that this problem happens beause of line 545 in operator() filename _filename _ context_id; it will add context_id even if SetPolicy is set as OVERWRITE . I beleive this is bug. Isn't it? Ah, so the incrementing number was not indicating increasing

Re: [osg-users] [build] windows 64bit ot11-openthreadsd.dll problem

2010-03-16 Thread Jean-Sébastien Guay
Hi Masoug, Usually it is not a good idea to attempt to run things from Debug mode... That's SO not true. As long as you're running on a machine with the same version of Visual Studio installed, the debug binaries should run fine, and running in debug is the best way to (gasp) debug your

Re: [osg-users] osg version problem advice?

2010-03-15 Thread Jean-Sébastien Guay
Hi Ufuk, i thougt i can convert them to .osg format but this time textures are lost. then i tried to get images from .ive file in order to put them near the .osg file but i could not get any image. You can convert the .ive to .osg while keeping the textures by using the option -O

Re: [osg-users] LightSpace Shadows, pipeline and performances

2010-03-15 Thread Jean-Sébastien Guay
Hi Bruno, So I'm wondering a simple route to enable basic fog on a shadowed scene? Modify the LISPSM shader? Yes, unfortunately. It's quite simple but inconvenient. Eventually we'll have shader composition... J-S -- __ Jean-Sebastien Guay

Re: [osg-users] Shader Composition - pixel formats

2010-03-15 Thread Jean-Sébastien Guay
Hi Bruce, The phrase gets thrown around a lot, and there seems to be an assumption that everyone knows exactly what it means in this context. I'm new, I don't, and searching doesn't seem to solve the problem. You're right, when we talk about shader composition it's what we're labeling our

[osg-users] osg::Texture header recursive calls

2010-03-15 Thread Jean-Sébastien Guay
Hi Robert, There are two recursive call in the osg::Texture header which I don't think are intended: void glTexParameterIiv(GLenum target, GLenum pname, const GLint* data) const { glTexParameterIiv(target, pname, data); } void glTexParameterIuiv(GLenum target, GLenum pname,

Re: [osg-users] [osgOcean] Problems with Transparent Ocean

2010-03-15 Thread Jean-Sébastien Guay
Hi Chris, We're using GeForce 7900 GS on XP and Nvidia driver 196.21. In the past I had to massage the osgOcean shaders to work on 7xxx class cards. Perhaps recent changes (in particular the transparent ocean you so covet) have broken this again. Unfortunately, I don't have such a card

Re: [osg-users] ScreenShot File name

2010-03-14 Thread Jean-Sébastien Guay
Hi Danny, I'm using OSG inside of ActiveX control (based on OSGActiveX example) embedded into HTML page. First time when I'm loading it and each time I'm taking snapshot, I'm getting test_0.png and each snapshot overwrites this file. When I'm pressing F5 or reloading page using IE address bar

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